Minim Wavetable normalize Description Normalizes the Wavetable by finding the largest amplitude in the table and scaling the table by the inverse of that amount. The result is that the largest value in the table will now have an amplitude of 1 and everything else is scaled proportionally. Signature ```void normalize() ``` Returns None Related Wavetable Example ```/** * This sketch demonstrates many of the methods available for * modifying Wavetables. The controls are as follows: *
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• n: normalize the waveform
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• s: smooth the waveform
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• r: rectify the waveform
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• z: add noise to the waveform
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• q/a: scale the waveform up or down
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• left click and drag: warp the waveform
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• right click: flip the waveform around the y position of the mouse
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* The waveform shown in red is the Wavetable being used by the Oscil and * the moving waveform in white is what the output looks like. *

* For more information about Minim and additional features, * visit http://code.compartmental.net/minim/ */ import ddf.minim.*; import ddf.minim.ugens.*; Minim minim; AudioOutput out; Oscil wave; Wavetable table; void setup() { size(512, 200, P3D); minim = new Minim(this); // use the getLineOut method of the Minim object to get an AudioOutput object out = minim.getLineOut(); // create a reasonably complex waveform to start, will be slightly different every time table = Waves.randomNHarms(16); wave = new Oscil( 440, 0.5f, table ); // patch the Oscil to the output wave.patch( out ); } void draw() { background(0); stroke(255, 64); strokeWeight(1); // draw the waveform of the output for(int i = 0; i < out.bufferSize() - 1; i++) { line( i, 50 - out.left.get(i)*50, i+1, 50 - out.left.get(i+1)*50 ); line( i, 150 - out.right.get(i)*50, i+1, 150 - out.right.get(i+1)*50 ); } // draw the waveform we are using in the oscillator stroke( 200, 0, 0 ); strokeWeight(4); for( int i = 0; i < width-1; ++i ) { point( i, height/2 - (height*0.49) * table.value( (float)i / width ) ); } } void keyPressed() { switch( key ) { case 'n': // scale the table so that the largest value is -1/1. table.normalize(); break; case 's': // smooth out the table, similar to applying a low pass filter table.smooth( 64 ); break; case 'r': // change all negative values to positive values table.rectify(); break; case 'z': // add some noise table.addNoise( 0.1f ); break; case 'q': table.scale( 1.1f ); break; case 'a': table.scale( 0.9f ); break; default: break; } } void mousePressed() { if ( mouseButton == RIGHT ) { float flipPoint = map( mouseY, 0, height, 1, -1 ); table.flip( flipPoint ); } } void mouseDragged() { if ( mouseButton == LEFT ) { float warpPoint = constrain( (float)pmouseX / width, 0, 1 ); float warpTarget = constrain( (float)mouseX / width, 0, 1 ); table.warp( warpPoint, warpTarget ); } } ``` Usage Web & Application